/* Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ // EngineSandbox.cpp : Defines the entry point for the application. // #include "pch.h" #include "TestTessellation.h" #include "MapHelper.h" using namespace Diligent; void TestTessellation::Init( IRenderDevice *pDevice, IDeviceContext *pDeviceContext, ISwapChain *pSwapChain) { if(!pDevice->GetDeviceCaps().bTessellationSupported) { SetStatus(TestResult::Skipped, "Tessellation is not supported"); return; } m_pDeviceContext = pDeviceContext; ShaderCreateInfo CreationAttrs; RefCntAutoPtr pShaderSourceFactory; pDevice->GetEngineFactory()->CreateDefaultShaderSourceStreamFactory("Shaders", &pShaderSourceFactory); CreationAttrs.pShaderSourceStreamFactory = pShaderSourceFactory; CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; CreationAttrs.UseCombinedTextureSamplers = true; RefCntAutoPtr pVS, pHS, pDS, pPS; { CreationAttrs.FilePath = "Shaders\\TessTestQuadDX.vsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX; pDevice->CreateShader( CreationAttrs, &pVS ); VERIFY_EXPR(pVS); } { CreationAttrs.FilePath = "Shaders\\TessTestQuadDX.hsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_HULL; pDevice->CreateShader( CreationAttrs, &pHS ); VERIFY_EXPR(pHS); } { CreationAttrs.FilePath = "Shaders\\TessTestQuadDX.dsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_DOMAIN; pDevice->CreateShader( CreationAttrs, &pDS ); VERIFY_EXPR(pDS); } { CreationAttrs.FilePath = "Shaders\\GSTestDX.psh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL; pDevice->CreateShader( CreationAttrs, &pPS ); VERIFY_EXPR(pPS); } PipelineStateDesc PSODesc; PSODesc.GraphicsPipeline.DepthStencilDesc.DepthEnable = False; PSODesc.GraphicsPipeline.RasterizerDesc.CullMode = CULL_MODE_NONE; PSODesc.GraphicsPipeline.RasterizerDesc.FillMode = FILL_MODE_WIREFRAME; PSODesc.GraphicsPipeline.BlendDesc.IndependentBlendEnable = False; PSODesc.GraphicsPipeline.BlendDesc.RenderTargets[0].BlendEnable = False; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = pSwapChain->GetDesc().ColorBufferFormat; PSODesc.GraphicsPipeline.DSVFormat = pSwapChain->GetDesc().DepthBufferFormat; PSODesc.GraphicsPipeline.pPS = pPS; PSODesc.GraphicsPipeline.pVS = pVS; PSODesc.GraphicsPipeline.pHS = pHS; PSODesc.GraphicsPipeline.pDS = pDS; PSODesc.GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST; pDevice->CreatePipelineState( PSODesc, &m_pQuadPSO ); { pVS.Release(); CreationAttrs.FilePath = "Shaders\\TessTestTriDX.vsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX; pDevice->CreateShader( CreationAttrs, &pVS ); VERIFY_EXPR(pVS); } { pHS.Release(); CreationAttrs.FilePath = "Shaders\\TessTestTriDX.hsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_HULL; pDevice->CreateShader( CreationAttrs, &pHS ); VERIFY_EXPR(pHS); } { pDS.Release(); CreationAttrs.FilePath = "Shaders\\TessTestTriDX.dsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_DOMAIN; pDevice->CreateShader( CreationAttrs, &pDS ); VERIFY_EXPR(pDS); } PSODesc.GraphicsPipeline.pPS = pPS; PSODesc.GraphicsPipeline.pVS = pVS; PSODesc.GraphicsPipeline.pHS = pHS; PSODesc.GraphicsPipeline.pDS = pDS; pDevice->CreatePipelineState( PSODesc, &m_pTriPSO ); } void TestTessellation::Draw() { if(!m_pDeviceContext) return; m_pDeviceContext->SetPipelineState(m_pQuadPSO); m_pDeviceContext->CommitShaderResources(nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION); // Draw 2 quad patches Diligent::DrawAttribs DrawAttrs(2, DRAW_FLAG_VERIFY_ALL); m_pDeviceContext->Draw(DrawAttrs); m_pDeviceContext->SetPipelineState(m_pTriPSO); m_pDeviceContext->CommitShaderResources(nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION); DrawAttrs.NumVertices = 1; // Draw 1 tri patch m_pDeviceContext->Draw(DrawAttrs); SetStatus(TestResult::Succeeded); }